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							- /*
 
-  * StartInfo.h, part of VCMI engine
 
-  *
 
-  * Authors: listed in file AUTHORS in main folder
 
-  *
 
-  * License: GNU General Public License v2.0 or later
 
-  * Full text of license available in license.txt file, in main folder
 
-  *
 
-  */
 
- #pragma once
 
- #include "GameConstants.h"
 
- #include "campaign/CampaignConstants.h"
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- class CMapGenOptions;
 
- class CampaignState;
 
- class CMapInfo;
 
- struct PlayerInfo;
 
- class PlayerColor;
 
- struct SharedMemory;
 
- /// Struct which describes the name, the color, the starting bonus of a player
 
- struct DLL_LINKAGE PlayerSettings
 
- {
 
- 	enum { PLAYER_AI = 0 }; // for use in playerID
 
- 	enum Ebonus {
 
- 		NONE     = -2,
 
- 		RANDOM   = -1,
 
- 		ARTIFACT =  0,
 
- 		GOLD     =  1,
 
- 		RESOURCE =  2
 
- 	};
 
- 	Ebonus bonus;
 
- 	si16 castle;
 
- 	si32 hero,
 
- 		 heroPortrait; //-1 if default, else ID
 
- 	std::string heroName;
 
- 	PlayerColor color; //from 0 -
 
- 	enum EHandicap {NO_HANDICAP, MILD, SEVERE};
 
- 	EHandicap handicap;//0-no, 1-mild, 2-severe
 
- 	std::string name;
 
- 	std::set<ui8> connectedPlayerIDs; //Empty - AI, or connectrd player ids
 
- 	bool compOnly; //true if this player is a computer only player; required for RMG
 
- 	template <typename Handler>
 
- 	void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & castle;
 
- 		h & hero;
 
- 		h & heroPortrait;
 
- 		h & heroName;
 
- 		h & bonus;
 
- 		h & color;
 
- 		h & handicap;
 
- 		h & name;
 
- 		h & connectedPlayerIDs;
 
- 		h & compOnly;
 
- 	}
 
- 	PlayerSettings();
 
- 	bool isControlledByAI() const;
 
- 	bool isControlledByHuman() const;
 
- };
 
- /// Struct which describes the difficulty, the turn time,.. of a heroes match.
 
- struct DLL_LINKAGE StartInfo
 
- {
 
- 	enum EMode {NEW_GAME, LOAD_GAME, CAMPAIGN, INVALID = 255};
 
- 	EMode mode;
 
- 	ui8 difficulty; //0=easy; 4=impossible
 
- 	using TPlayerInfos = std::map<PlayerColor, PlayerSettings>;
 
- 	TPlayerInfos playerInfos; //color indexed
 
- 	ui32 seedToBeUsed; //0 if not sure (client requests server to decide, will be send in reply pack)
 
- 	ui32 seedPostInit; //so we know that game is correctly synced at the start; 0 if not known yet
 
- 	ui32 mapfileChecksum; //0 if not relevant
 
- 	ui8 turnTime; //in minutes, 0=unlimited
 
- 	std::string mapname; // empty for random map, otherwise name of the map or savegame
 
- 	bool createRandomMap() const { return mapGenOptions != nullptr; }
 
- 	std::shared_ptr<CMapGenOptions> mapGenOptions;
 
- 	std::shared_ptr<CampaignState> campState;
 
- 	PlayerSettings & getIthPlayersSettings(const PlayerColor & no);
 
- 	const PlayerSettings & getIthPlayersSettings(const PlayerColor & no) const;
 
- 	PlayerSettings * getPlayersSettings(const ui8 connectedPlayerId);
 
- 	// TODO: Must be client-side
 
- 	std::string getCampaignName() const;
 
- 	template <typename Handler>
 
- 	void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & mode;
 
- 		h & difficulty;
 
- 		h & playerInfos;
 
- 		h & seedToBeUsed;
 
- 		h & seedPostInit;
 
- 		h & mapfileChecksum;
 
- 		h & turnTime;
 
- 		h & mapname;
 
- 		h & mapGenOptions;
 
- 		h & campState;
 
- 	}
 
- 	StartInfo() : mode(INVALID), difficulty(1), seedToBeUsed(0), seedPostInit(0),
 
- 		mapfileChecksum(0), turnTime(0)
 
- 	{
 
- 	}
 
- };
 
- struct ClientPlayer
 
- {
 
- 	int connection;
 
- 	std::string name;
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & connection;
 
- 		h & name;
 
- 	}
 
- };
 
- struct DLL_LINKAGE LobbyState
 
- {
 
- 	std::shared_ptr<StartInfo> si;
 
- 	std::shared_ptr<CMapInfo> mi;
 
- 	std::map<ui8, ClientPlayer> playerNames; // id of player <-> player name; 0 is reserved as ID of AI "players"
 
- 	int hostClientId;
 
- 	// TODO: Campaign-only and we don't really need either of them.
 
- 	// Before start both go into CCampaignState that is part of StartInfo
 
- 	CampaignScenarioID campaignMap;
 
- 	int campaignBonus;
 
- 	LobbyState() : si(new StartInfo()), hostClientId(-1), campaignMap(CampaignScenarioID::NONE), campaignBonus(-1) {}
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & si;
 
- 		h & mi;
 
- 		h & playerNames;
 
- 		h & hostClientId;
 
- 		h & campaignMap;
 
- 		h & campaignBonus;
 
- 	}
 
- };
 
- struct DLL_LINKAGE LobbyInfo : public LobbyState
 
- {
 
- 	boost::mutex stateMutex;
 
- 	std::string uuid;
 
- 	std::shared_ptr<SharedMemory> shm;
 
- 	LobbyInfo() {}
 
- 	void verifyStateBeforeStart(bool ignoreNoHuman = false) const;
 
- 	bool isClientHost(int clientId) const;
 
- 	std::set<PlayerColor> getAllClientPlayers(int clientId);
 
- 	std::vector<ui8> getConnectedPlayerIdsForClient(int clientId) const;
 
- 	// Helpers for lobby state access
 
- 	std::set<PlayerColor> clientHumanColors(int clientId);
 
- 	PlayerColor clientFirstColor(int clientId) const;
 
- 	bool isClientColor(int clientId, const PlayerColor & color) const;
 
- 	ui8 clientFirstId(int clientId) const; // Used by chat only!
 
- 	PlayerInfo & getPlayerInfo(int color);
 
- 	TeamID getPlayerTeamId(const PlayerColor & color);
 
- };
 
- VCMI_LIB_NAMESPACE_END
 
 
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